I've been playing about for an evening or so on some ideas I had for making my retro sprites more lively. I was looking at cube world and difference of resolution between characters and environment - started me thinking about animation in my scaled up retro sprites.

Added in some skeletal animation (hacked this up, yep aware of Spine, maybe..)

Cool, but have you made separate images, or is it able to detect things like helmet and stuff? Does it also automagically make your images bigger? Looks great, maybe I have to fix something like that too, (in one evening, wthack ur fast)

It's a good thing, though most players probably wouldn't notice if you didn't take the time to create twice as many animations. Might be a problem on the punch animation (doesn't reach far enough, jab turns into a cross).

The sword animation looks like it only has 2 keyframes, the start pose and the hit pose. Your animation will look more fluid if you offset the keyframes for different parts. Eg, so the head, body, and sword don't all stop moving at the same time. The walk cycles look nice!

Cool stuff. The animations are really fluid which gives it a nice style. The "true sides" (made up term) is uncommon and looks good but either way is fine. Like Nate mentioned, the punches and swings look shorter when they are facing left.

Way cool! I can only imagine how you implement skeleton bodies into pixelated sprites..I love how fluid it looks. No idea why, but it kind of looks like meatboy animation. Don't ask why, B/c I don't even know. Best guess is the smoothness.

On this most recent 1. The one thing that kinda catches my eye and I wish was slightly differently.

Is the 4-5 people with the full length staves.

When you are walking with a staff that is full body length, you lift it up between walks and not just have it move back and forth(as you would with a shorter object)should generate a 'circular' movement of some sort instead of a clock pendulum swinging back and forth?

Little question, how did you make the skeleton so that it looks good for all sizes?

I mean, character 1 has a head of 30 pixels high and char 2 has a head of 10 pixels high... And all chars have other hands, so they have to start at higher places relative to the body then others, some have wider/bigger body's, etc.

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